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  1. #1
    The Mad Multiclasser Failedlegend's Avatar
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    Default Improving the Construct Essence Feat

    Step 1: Remove Construct Essence Feat

    Step 2: Add "Renegade Mastermaker" Prestige Tree to Artificer

    Now for the actual tree (I need help with this it's missing alot)

    Core 1 Construct Essence - Gain 50% healing from Repair spells but suffer a -25% penalty to positive energy healing. In addition, you now take 50% damage from rust effects. This healing increase by 10% for every Core ability (penalty remains at -25%), Gain Living construct type (as well as your current) +1 Repair Spellpower per pt. spent in tree. ANTI-req: Warforged or Bladeforged

    Core 3 ???

    Core 6 ???

    Core 12 A "repair" version of True Rez (SLA)

    Core 15 Auto-Repair Systems

    Core 18 ???

    Core 20 +40 Repair Amp (for a total of 150%)


    Possible Abilities inside Tree

    Battle Fist - This would probably be a full line from Tier 1 all the way to tier 5 basically an SWF version of Unarmed combat (rune arm in other hand) this counts as a light bludgeoning weapon AND unarmed (in PnP it was considered natural AND manufactured weapon making it special) for any effects such as improved weapon finesse. The "Arm" can be improved using Cannith Crafting (bigger enchantments per tier)

    Note: Possibly make this a multi-selector for a Heavy OR Light Battlefist with the former being 1d8 base but is not finessable the latter being 1d6

    Tier 1 - Increases Unarmed Damage to 1d6, Attacks considered Mithral (1d8 & Adamantine if Heavy)
    Tier 2 - +0.5w, +X Craftable
    Tier 3 - +0.5w, +X Craftable, +1 Crit Range (19-20)
    Tier 4 - +0.5w, +X Craftable, +1 Crit Threat (x3)
    Tier 5 - +0.5w, +X Craftable, Some special battlefist unique attack...Rocket uppercut :P (+3{w} prone & stunned on failed save uses int for DC, balance check to get back up)


    Master Crafter - various bonuses to crafting

    Various Warforged traits, some even slightly better (due to newer tech and because if MM makes you even with WF it wou;dn't be worth it)

    One example of "better" is making it so poisons actually heal you due to filters etc.

    Increased Fort (can get up 125% in total)

    Increased PRR and bonus HP

    A couple cool effects that make use of the mech fist....thinking maybe an attack that immobilizes the target (ie. You grab the target with your fist keeping it from moving and putting it in a "helpless" state

    +Str/Con

    "Palm Shot" equipping a x-bow now causes you to fire bolts out of your battle fist, otherwise it functions as battle fist normally does. (anything that effects crossbows or battlefists affects this attack (ie. Quick Draw) unless it's specific to melee. (ie. Power Attack)

    Various "Mass" repairs

    Multi-selector allowing choice of Composite, Mithral or Adamantine Plating (as WF Feats) and allows use of docents....gains similar MRR and dodge/evasion restrictions due to "Armor Up"

    Inscribed Armor - requires Metal Plating - removes ASF penalty from plating

    Bonuses to Will and Fort possibly with no fail on a 1 at Tier 5 (like +2/3/6 Will/Fort than Rank = 3 no fail on a 1)

    An ability using your UMD score called "Intimidating Display" where you basically flare up your new tech showing of the arcane lines,etc. a failed save will cause fear-like effect, a succesful save leaves them shaken.

    "Imbued Rune arm" - You have become one with your rune arm causing it to automatically fire off at max charge and increasing its DC by X



    Thats all I can think of for now, I'm very open to suggestion
    Last edited by Failedlegend; 06-24-2014 at 04:26 AM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #2
    2014 DDO Players Council
    SirValentine's Avatar
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    Quote Originally Posted by Failedlegend View Post
    Improving the Construct Essence Feat

    Step 1: Remove Construct Essence Feat
    I don't have an opinion on the bulk of your proposal, but this struck me as very funny.

  3. #3
    Community Member LuKaSu's Avatar
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    1) I would love to see some sort of MasterMaker tree

    2) I think it would be bad to completely restrict WF from taking it. Just keep Construct Essence as a feat and let the PrE improve the effect. Maybe a multiselector. For WF, increase repair amp by 5% per tier, for fleshies, bonus of 10% repair, with healing penalty 5% (no penalty for tier 1). At final core, WF have 130% repairability and their normal 50% + mods healability. Fleshies would have 110% repairability, 50% healability. Doesn't make sense to me for fleshies to be repaired better than warforged, since fleshies are after-market mods.

    3) It could be cool to do some self mods. Maybe reduce blue bar by so many sp to power a permanent boost, like the original AM wizard tree. Repair systems (-20 max sp to auto heal 1hp/sec. High core enhancement to double sp sacrifice as well as healing effect), running speed increases (-50 max sp for a perm haste effect), defensive magic force fields (-20 sp for 10% physical and force damage reduction). Fleshy air systems to remove drowning bar or massively slow it (not trying to reproduce wf effects on a fleshy other than this one). Rune Arm grafting for extra power (-10 max sp per level of runearm for a maximize-like runearm damage doubling effect) Maybe a tier 5 flight systems, like an abundant step ability with flames instead of wings. All the mods would be permanent with some semi-permanent cost (permanent unless you reset enhancements).

    I think there's plenty of potential in the tree, but with all the wf synergy, it'd not be fun to have a whole third of the class restricted from warforged.
    LuKaSu's DDO Wishlist.
    SSG, Thanks for a super-fun game!

  4. #4
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    See, I think a mastermaker tree would be absolutely awesome for artificiers, and it SHOULD be their third tree. But I think it should apply to warforged, perhaps the core enhancements are multiselector for wf vs fleshy. A warforged can upgrade their stuff to, you know! Any discussion of a mastermaker tree I like, though.

  5. #5
    The Mad Multiclasser Failedlegend's Avatar
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    OK fair enough on the WF I just though that they already have a HUGE advantage vs. other races as an arty so I was hoping this could be the equalizer for arty like PM does for Wizards.

    I really like your "mods" idea, specifically the "reduces MAX sp" as opposed to "using x sp/sec" like EK spellsword does.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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